I've been developing weird little indie games under the Mojiferous Industries moniker for a while now and up until now everything I have released has been free. I did this for a number of reasons, mostly due to the fact that I never really had the time or patience to release a game polished enough to sell. I decided to change this trend with Carla Duty, partially to force myself to develop a fully-fleshed-out game, and also to see if Mojiferous Industries could be more than just a series of costs and artistic experiments...

My office shuts down over the holidays and it feels like I haven't been at work in forever, but I used this lapse in responsibilities to finish up my latest round of changes for Carla Duty… Over the last couple of months I completely changed the gameplay, refining the matching mechanics and tweaking the various underlying algorithms. In the last week I put the finishing touches on some of these changes and sent out my latest build to the team. The gameplay is getting more refined and I think it has gotten to a point where I can begin to work the Carla Duty story into the game.

Surprising no one, it has been over two months since my last Carla Duty update. I have actually continued to refine the game, making necessary improvements and bug fixes to the mechanics and adding in stat tracking, save states, and necessary behind-the-scenes functionality to allow me to build the Carla Duty I envision in my head.

Okay, so technically it will be 6/12 by the time this goes out...
I have put in a decent amount of preparatory work into Carla Duty over the last month, and will try to update more regularly (maybe even weekly?) as development accelerates.

Here we are 6 months after my last update, and I still have yet to deliver on any of the promises I made: no Galaga view, no choose-your-own-adventure engine... But that doesn't mean I haven't been busy, and I actually have three games in various stages of development.